0% found this document useful (0 votes)
98 views6 pages

Effects of VR Gaming and Game Genre On Player Expe

The document discusses how virtual reality (VR) gaming and different game genres can affect player experience (PX). It analyzes how VR may increase a player's sense of presence and immersion compared to desktop gaming. The study also examines how strategy and racing game genres could influence PX ratings differently, regardless of the gaming platform.

Uploaded by

Jc C. Gomez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
98 views6 pages

Effects of VR Gaming and Game Genre On Player Expe

The document discusses how virtual reality (VR) gaming and different game genres can affect player experience (PX). It analyzes how VR may increase a player's sense of presence and immersion compared to desktop gaming. The study also examines how strategy and racing game genres could influence PX ratings differently, regardless of the gaming platform.

Uploaded by

Jc C. Gomez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Effects of VR Gaming and Game Genre on

Player Experience
Michael Carroll Ethan Osborne Caglar Yildirim*
Department of Computer Science Department of Computer Science Department of Computer Science
State University of New York at Oswego State University of New York at Oswego State University of New York at Oswego
Oswego, NY, USA Oswego, NY, USA Oswego, NY USA
[email protected] [email protected] [email protected]

Abstract— With the increasing availability of modern to become commercially available to users and paved the way
virtual reality (VR) headsets, the use and applications of VR for the VR boom that we are seeing today [1]. Even with the
technology for gaming purposes have become more negative side effects associated with VR, mainly cybersickness,
pervasive than ever. Despite the growing popularity of VR the uptake in the technology has been swift in recent years [1].
gaming, user studies into how it might affect the player The biggest difference in VR and traditional desktop gaming is
experience (PX) during the gameplay are scarce. the use of an HMD through which the player sees the virtual
Accordingly, the current study investigated the effects of environment. The use of an HMD enables the user to control
VR gaming and game genre on PX. We compared PX the point of view (POV) with their head and freely look around
metrics for two game genres, strategy (more interactive) their environment, which is not possible with desktop gaming
and racing (less interactive), across two gaming platforms, [2]. This distinct difference is what many VR companies and
VR and traditional desktop gaming. Participants were developers say enhance the gaming experience of the platform.
randomly assigned to one of the gaming platforms, played With many VR systems promising a more immersive and better
both a strategy and racing game on their corresponding gaming experience, the question arises as to whether that really
platform, and provided PX ratings. Results revealed that, is the case.
regardless of the game genre, participants in the VR gaming Some variables included in VR that increase player
condition experienced a greater level of sense of presence experience (PX) are immersive qualities and game genre. These
than did those in the desktop gaming condition. That said, factors, among others, are indicative of a game that should be
results showed that the two gaming platforms did not rated with a high PX. As it currently stands most research into
significantly differ from one another in PX ratings. As for VR and gaming experience has focused on first-person shooter
the effect of game genre, participants provided greater PX games [3, 4]. However, as more and more games are released
ratings for the strategy game than for the racing game, for VR, it is important to consider how other game genres affect
regardless of whether the game was played on a VR headset the PX during the VR gameplay.
or desktop computer. Collectively, these results indicate
A. VR Gaming and Factors Affecting PX
that although VR gaming affords a greater sense of
presence in the game environment, this increase in presence Gaming in a virtual environment (VE) introduces new
does not seem to translate into a more satisfactory PX when elements to the game play that designers and developers need
playing either a strategy or racing game. to consider, including immersion and presence. These elements
have helped to define what is considered the PX in VR and can
be what propels a game to the status of Red Dead Redemption,
Keywords— VR gaming; player experience; game genre; virtual
a 2010 Western themed open-world RPG that was critically
reality gaming; video games; PX
acclaimed or ends the game’s “life”.
Several theories have been posited to describe what
contributes to a player’s enjoyment of a video game. One such
I. INTRODUCTION
theory, the schema theory, states that there are factors and
The way in which a player interacts with a game can alter pleasures behind the enjoyment of the game [5]. Some of these
their experience with the game. With the rise of virtual reality factors include effectance, escape, and achieving a sense of
(VR) as a commercial product, the question developed of just flow, amongst others [5]. Effectance can be defined as a player
how this technology can impact the gaming experience. The feeling empowered by completing an action and having the
Oculus Rift was one of the first head mounted displays (HMDs) game respond to that action. Escape is is considered to be
* Corresponding author
achieved when a player supplants themselves into an alternate B. Effects of Gaming Platform
reality fictional world present in a game [5]. A sense of flow is Previous research has actively investigated the putative
achieved when the player feels like they are completely in the effects of gaming platform on PX, mainly focusing on the
game world. All of these factors, among others, facilitate the comparison between VR and desktop gaming platforms. One
immersion of users into the gameworld and increase enjoyment. study in particular by Shelstad, Smith, and Chaparro explored
Immersion in video games is the sense that the player is how VR affected the gaming experience of the strategy game
completely lost in the VE due to the quality of the sensory DG2: Defense Grid 2 [16]. Shelstad et al. found that the VR
feedback provided by the VE. According to Mestre, immersion version of the game was rated as more enjoyable by the
is achieved when sensations experienced in the VE overtake participants than that of the desktop version [1]. The idea
real world sensations [6]. This is important in VR gaming, as a behind VR providing a better gaming experience is that users
break in immersion can cause the player to have a mediocre are able to feel as though they are truly apart of their
experience. For instance, Slater, Linackis, Usoh, and Kooper environment, a feeling that is hard to imitate in traditional
[7] looked at the difference in immersion while playing tri- desktop gaming. Another study into the viability of VR as a
dimensional chess between players wearing an HMD or playing more enjoyable gaming platform showed that users found the
on a TV screen. The participants were then placed in one of two use of VR in gaming more appealing than the likes of a 2D
environments: a garden environment or an empty environment, monitor, which in this study was a tablet [9]. On the contrary,
which was described by the experimenters as a void. Results other research has shown that there does not seem to be much a
showed that the HMD condition contributed to a better difference between VR and traditional desktop gaming, as was
performance in both environments, and that being in a garden the case with the study by Yildirim, Carroll, Hufnal, Johnson,
environment helped to conduce better PX than it did in the Pericles [2]. The key difference between these different studies
neutral environment. This indicates that the more salient the VE was the genre of the game that was used in the study. Given the
is, the higher the likelihood a better PX is. This relates to the mixed findings regarding the effects of VR gaming on PX, it is
aforementioned state of flow; if a player is placed in an important to further study this topic to better understand the
environment that offers the ability to be in a different world (in influence of gaming platform on PX.
a garden playing chess) they are more likely to give into that
notion that they are in fact in a garden. This “notion” can be C. Effects of Game Genre
described as presence, which is yet another factor that Extant literature on the effects of game genre and VR gaming
contributes to PX during gameplay. has focused on how different games might impact immersion
There has not been one accepted definition of presence and sense of presence in the game environment. One study
because it is a hard measure to define. Rather, there have been compared a fighting game, a shooter game, and a racing game
many attempts by scholars to define it—usually within the over two different platforms, VR and PC with a joystick [3].
constraints of the experiment they are running. Slater et al. [7] Predictions of this experiment were that presence would be
define presence as a construct that refers to the extent to which greater overall in VR compared to PC and would be the greatest
a person's behavior in the VE is representative of their behavior in the fighting game. The researchers were also interested in
in comparable situations in real life, rather than with how well whether playing against another person would increase
they perform as such. As the authors here argue, presence is presence as opposed to playing against a computer. Results
different from immersion in that a player does not need to indicated that participants felt most present in the console as
perform well in the VE to feel present. Rather, the VE has to opposed to the VR condition and that the highest sense of
“perform” well to allow the player to feel present. presence came from the shooting game as opposed to the
Slater and Usoh [8] compared participants using an HMD in fighting game. There was also no significant effect of player
a VE to those who were navigating the same environment against player compared to player against computer. The
through an input device (mouse) and a TV. The environment authors argued that participants’ comfortability and familiarity
was comprised of six doors in a hallway, with each door with standard console play could have contributed to the higher
corresponding to a different scenario related to the VE-person levels of presence. This study indicates that further research is
interaction [8]. Results of this study indicate that there are warranted to further elucidate the relationship between VR
exogenous factors that are capable of both causing a greater gaming and game genre and their effects on presence.
sense of presence and of taking the presence away. One of these First person shooter (FPS) games have been utilized in
exogenous factors contributing to the sense of presence was previous research due to their perceived higher levels of
interacting with objects/doing a task. Interacting with objects immersion in a VR environment [2]. The higher levels of
increases the salience of the environment, which could allow immersion were thought to bring about a higher PX as well.
the participants to achieve a flow state; previously stated to Results of this study indicated that there was no difference in
increase immersion and presence within the environment. It is presence levels or GUESS scores between VR and the
believed that the more interactive a game is, the higher the traditional desktop experience. This suggests that FPS games
likelihood the player will experience a greater sense of might not be the best genre for immersion in VR, because FPS
presence. games are immersive enough in a traditional gaming experience
[2]. Conversely, strategy games have been shown to elicit a
greater PX in VR as opposed to the traditional experience [1].
The current study was an attempt to replicate Shelstad et al. study used the remaining seven dimensions averaged together
[1] as well as continue the research conducted by Yildirim et al. to gather the overall GUESS score. With the GUESS measure,
[2]. The purpose of the current study was to examine the effects a higher score indicated a more satisfactory PX.
of game platform and game genre on PX and presence. The
following are the hypotheses of the current study: 2) Presence Scale
In order to determine the level of presence the participants
H1a: Participants would experience a greater sense of felt, the presence scale was used [11]. The presence scale
presence in the VR gaming platform, when compared to the contains eight items, all of which are on a 7-point Likert scale.
desktop gaming platform. These measures are all self-reported and the results are
H1b: Participants would experience a greater sense of averaged to determine the level of presence the individual
presence in the strategy game, when compared to the racing experiences. The higher the score on the presence scale, the
game. more present the individual feels during their experience.
H1c: The effect of VR gaming on sense of presence would
be greater in the strategy game, compared to the racing game. 3) Gaming Platforms
H2a: Participants would experience a greater PX in the VR This study used two different gaming platforms, one VR
gaming platform, when compared to the desktop gaming headset and a Desktop (Windows) PC (see Fig. 1 and Fig. 2).
platform. The VR headset that was used in this study was the Oculus Rift
H2b: Participants would experience a greater PX in the [12]. The Oculus Rift is a VR headset that makes use of a HMD
strategy game, when compared to the racing game. to track the users position around the VE. The Oculus Rift
H2c: The effect of VR gaming on PX would be greater in the features a display with a 1080 x 1200 resolution per eye with a
strategy game compared to the racing game. refresh rate of 90 Hz [13]. This HMD also features a gyroscope
and accelerometer, which is used to track the user’s head
II. METHOD motion. The Oculus Rift also has a field of view (FOV) of 110
A. Design degrees [14]. With the use of the Oculus Rift comes the ability
This study used a two-factorial (gaming platform x game to use motion controllers, but for the purposes of this study
genre) mixed design. The independent variables were the type participants were given an Xbox controller to use. This was
of gaming platform, Oculus Rift and Desktop PC, which was done to keep the input type a constant between the platforms,
manipulated between-subjects, and the genre of the game that as the desktop versions of the games are not compatible with
was played, Strategy and Racing, which was manipulated the motion controls.
within-subjects. The dependent variables were PX, as measured
by the Game User Experience Satisfaction Scale (GUESS) and 4) Game Genres
sense of presence, as measured with the Presence Scale. This study explored the effects of two different game genres:
Racing and Strategy. The racing game what was used during
B. Participants this study was Assetto Corsa [15]. Assetto Corsa is a racing
The participants of this study were recruited from the college simulator game where the player uses a first-person perspective
student population at the university where this study was to navigate a car around a track. Both of the VR and desktop
conducted. In total there were 36 participants, with 18 in each versions of the game were identical.
condition. The sample consisted of 30 female and 16 male The second game that was played during this study was the
participants. The average age of the participants was 22.31 (SD strategy game DG2: Defense Grid 2 [16]. DG2: Defense Grid
= 3.98). Participants were recruited via email announcements 2 is a top-down tower defense game, where the player aims to
and were offered the opportunity to enter a raffle to win one of stop enemies from depleting their cores through the use of
the three $10 gift cards. towers that attack the enemies as they maneuver through the
map. Similar to Assetto Corsa, there is no differences in the
C. Materials versions of the game between VR and desktop platforms.
1) Game User Satisfaction Scale Participants within the study played both games during the
The Game User Satisfaction Scale (GUESS) is a course of the experiment in a counterbalanced order.
multidimensional measure of the user’s PX. The GUESS
D. Procedure
measures 9 different aspects of the gaming experience
including: Usability/Playability, Narratives, Play Engrossment, When participants first arrived, they were greeted and asked
Enjoyment, Creative Freedom, Audio Aesthetics, Personal to read over the informed consent form. While the participants
Gratification, Social Connectivity, and Visual Aesthetics [10]. were reviewing the form the experimenter randomly drew the
With the nature of the games that were used in this study being participants starting condition, which were PC Racing, PC
focused on racing and strategy both the narrative and social Strategy, VR Racing, or VR Strategy. This selection
connectivity aspects of this measure were omitted from the determined the platform on which the participant played both
survey that was given to the participants. Overall the GUESS game genres as well as which game would be played first. Once
scale encompasses 55 items used in the measurement, but for the starting condition was selected participants were given a
the purposes of this study only 44 were deployed [10]. This short demo (using the Xbox controller) of the first game.
between the games, while the experimenter prepared the next
part of the experiment. After the break participants were
brought back into the room and given a short demo (using the
Xbox controller) on the next game they would play. Once again,
they were given 10 minutes to play the game while the
experimenter waited outside. After 10 minutes had passed the
experimenter re-entered the room and guided the participant to
the final set of surveys. Once the participant had concluded the
final surveys they were debriefed and afforded the opportunity
to ask any questions. The entire experiment was completed in
less than 60 minutes.
III. RESULTS
Several descriptive and inferential statistics tests were run to
test the hypotheses of the current study. Table 1 and Table 2
present the descriptive statistics and the results of inferential
statistics tests for each of the dependent variables, respectively.

Table 1. Descriptive Statistics for the Dependent Variables


Strategy Racing
M (SD) M (SD)
Sense of Presence
Fig. 1. Image of participant in Desktop condition. Desktop PC 3.63 (1.43) 2.88 (1.62)
VR 4.65 (1.05) 3.94 (.984)

Player Experience
Desktop PC 35.10 (7.00) 29.20 (9.16)
VR 37.06 (6.25) 29.32 (7.40)

Sense of Presence was measured by the average score on PQ.


Player Experience denotes PX ratings as indexed by the total
score on GUESS.

Table 2. Results of Factorial ANOVA


Variable F (1, 34) p η2
Sense of Presence
Platform 8.10 .007 .192
Game Genre 10.05 .003 .228
Platform x Genre .015 .905 .0

Player Experience
Platform .229 .636 .964
Game Genre 29.18 <.001 .462
Platform x Genre .534 .470 .015

η2 represents partial eta-squared values as an estimate of effect


size. Alpha level set at .05 for all hypothesis tests.

A 2 (gaming platform) x 2 (game genre) mixed ANOVA was


Fig. 2. Image of participant in VR condition. conducted to examine the effect of gaming platform (VR vs.
desktop gaming) and game genre (strategy vs. racing game) on
Following the random assignment of the starting condition, sense of presence levels (Fig. 3). In contrast with Hypothesis
the experimenter left the room and the participants were left to 1c, there was no significant interaction effect between gaming
play the game for 10 minutes. After 10 minutes had passed the platform and game genre, F(1, 34) = .015, p = .905, indicating
experimenter re-entered the room and directed the participants the effect of gaming platform on sense of presence did not
to the surveys. The experimenter once again left the room change as a function of the game played. Therefore, each main
whilst the participants completed the surveys. Upon conclusion effect was individually examined.
of the first set of surveys participants were given a short break
IV. DISCUSSION
The purpose of this study was to investigate VR and
traditional desktop (PC) gaming to determine which resulted in
a greater PX, and to determine if game genre had an effect on
PX as well. The hypothesis of this study was that VR gaming
would provide a greater PX than traditional desktop (PC)
gaming. Results of this experiment indicated that there was no
significant differences between VR gaming and desktop (PC)
gaming in terms of PX. This differs from previous research
demonstrating that VR gaming afforded a greater PX compared
to desktop (PC) gaming [1]. Since this study was not a one-to-
one replication of Shelstad et al. [1], it can be inferred that the
differences in findings resulted from the differences in the
studies. The previous work focused solely on the strategy game
Fig. 3: Sense of presence levels whereas this study included a racing game as well to check for
differences in game genre. Also, the previous work was a
Results revealed a significant main effect of gaming platform within-subjects design as opposed to the current studies
on sense of presence, F(1, 34) = 8.10, p = .007 (Hypothesis 1a). between-subjects design, which could have contributed to a
This indicates that regardless of which game was played, greater difference in the scores.
participants experienced a greater sense of presence when Even though there were no significant results between game
playing the game on the VR headset than on the desktop platforms, there was a significant difference of PX between
computer. Similarly, there was a main effect of game genre on game genres. Results indicated that the strategy game brought
sense of presence, F(1, 34) = 10.05, p = .003 (Hypothesis 1c). a higher PX than did the racing game. This can be attributed to
This indicates that regardless of whether the game was played the fact that the strategy game used in the current study was
in VR, participants experienced a greater sense of presence more interactive than was the racing game. During the racing
when playing the strategy game, compared to the racing game. game, participants drove around a track with no other cars for
As for the effect of gaming platform and game genre on PX the ten-minute period. During the strategy game, participants
(Fig. 4), results of ANOVA revealed that there was no were constantly being stimulated by the game due to the
significant interaction between these two factors, F(1, 34) = constant need to defend the towers. These results are consistent
.534, p = .47 (Hypothesis 2c), indicating the effect of gaming with those found by Lindley and Sennersten [5], in which
platform on sense of presence did not change as a function of participants achieved a higher sense of effectance during the
the game played. Therefore, each main effect was individually strategy game due to the constant feedback loops granted to
examined. Results showed no significant main effect of gaming them for completing actions. Therefore, it can be inferred that
platform on PX ratings, F(1, 34) = .229, p = .636 (Hypothesis regardless of platform, more interactivity can lead to a greater
2a), suggesting that the game platform used to play the game PX.
did not significantly influence PX, regardless of the game One aspect of VR and the PX that was explored in this study
played. That said, the main effect of game genre on PX ratings was how both the platform and game genre affected the sense
was statistically significant, F(1, 34) = 29.18, p < .001 of presence. As was predicted in this study, the level of
(Hypothesis 2b). This indicates that regardless of whether the presence was greater in the VR condition compared to the
game was played in VR, participants experienced a greater PX desktop (PC) condition, regardless of the genre of the game
when playing the strategy game, compared to the racing game. played. There have been many studies that have focused on how
interaction with VEs can affect the user’s feeling of presence
[12, 19]. In their study of presence Witmer and Singer [11]
highlighted the importance of interactivity in VR on the sense
of presence in the VE. Witmer and Singer [11] also discuss how
the better the interaction with a VE is the better sense of
presence the user will feel. Along similar lines as Witmer and
Singer [11] is the research of Schubert, Friedmann, and
Regenbrecht [17], who’s research determined that the level of
interaction with a VE is one of the main predictors, the other of
which was immersion, of presence level. The results of the
current study are consistent with previous research in that the
game with more interactions produced a greater level of sense
of presence during the gameplay.
While the results of presence levels in the current study are
consistent with previous research, it does differ from the results
of the study by Yildirim et al. [2] This research did not find a
Fig. 4. PX ratings as a function of gaming platform and genre
significant difference in presence [2]. Since the current study is REFERENCES
a follow up to Yildirim et al.’s [2] work it is important to note 1. W. J. Shelstad, D. C. Smith, and B. S. Chaparro, “Gaming on the Rift:
that the current study was able to produce a difference in How Virtual Reality Affects Game User Satisfaction,” in Proceedings of
presence levels, which was not achieved previously. It is the Human Factors and Ergonomics Society Annual Meeting, 61(1),
2017, pp. 2072-2076.
possible that changes in interaction style and using different 2. Yildirim, Caglar & Carroll, Michael & Hufnal, Daniel & Johnson,
game genres, which also have different interactions, Theodore & Pericles, Sylvia. (2018). Video Game User Experience: To
contributed to produce this difference. Yildirim et al. [2] used a VR, or Not to VR?. 1-9.
first-person shooter game and compared player experience and 3. Eastin, M. S., & Griffiths, R. P. (2006). Beyond the Shooter Game:
Examining Presence and Hostile Outcomes Among Male Game Players.
presence across two VR conditions and desktop (PC) gaming. Communication Research, 33(6), 448–466.
The authors found no differences across these three conditions 4. S. Persky and J. Blascovich. (2008). Immersive virtual video game play
in PX and presence levels. Therefore, it could be argued that and presence: Influences on aggressive feelings and behavior. Presence:
VR gaming and traditional desktop gaming do not differ in PX Teleoperators and Virtual Environments, 17(1), pp. 57-72.
5. Craig A. Lindley and Charlotte C. Sennersten, “Game Play Schemas:
and sense of presence levels when the game is a first-person From Player Analysis to Adaptive Game Mechanics,” International
shooter game, a game genre involving fast paced, highly Journal of Computer Games Technology, vol. 2008, Article ID 216784, 7
interactive combat environments. That said, based on the pages, 2008.
findings of the current study, it is seen that VR gaming affords 6. Daniel R. Mestre and P. Fuchs. (2006). Immersion et présence. In P.
Fuchs, G. Moreau, A. Berthoz, & J. L. Vercher (Eds.), Le traité de la
a greater sense of presence when playing a strategy and racing réalité virtuelle (pp. 309–338).
game. Since the current study did not include a first-person 7. Paris: Ecole des Mines de Paris
shooter game in the game genre comparison, future research is 8. Slater, Mel & Linakis, Vasilis & Usoh, Martin & Kooper, Rob. (1999).
warranted to elucidate the extent to which this interpretation in Immersion, Presence, and Performance in Virtual Environments: An
Experiment with Tri-Dimensional Chess. ACM Virtual Reality Software
tenable. and Technology (VRST).
One of the limitations of the current study was that it relied 9. Slater, Mel and Usoh, Martin. (1993). Presence in immersive virtual
on subjective measures to measure PX. There were no environments. 1993 IEEE Annual Virtual Reality International
physiological measures taken due to technological issues while Symposium. 90 - 96.
10. Pallavicini, Federica & Ferrari, Ambra & Zini, Andrea & Garcea,
setting up the experiment, which prevented the use of these Giacomo & Zanacchi, Andrea & Barone, Gabriele & Mantovani,
measures. Inclusion of physiological measures in the Fabrizia. (2017). What Distinguishes a Traditional Gaming Experience
measurement of enjoyment while playing video games has the from One in Virtual Reality? An Exploratory Study.
capacity to further elucidate the effects that game genre and 11. M. H. Phan, J. R. Keebler, and B. S. Chaparro, B. S. (2016). The
development and validation of the Game User Experience Satisfaction
platform can have on PX. Research has shown that Scale (GUESS). Human Factors, 58(8), 1217-1247.
physiological measures can be indicative of a greater PX [18]. 12. B. G. Witmer and M. J. Singer. (1998). Measuring presence in virtual
This shows the efficacy of using physiological measures in environments: A presence questionnaire. Presence, 7(3), pp.225-240.
research in this area and including physiological measures can 13. Oculus Rift: VR Headset for VR Ready PCs | Oculus. (2018). [Online].
Available: https://www.oculus.com/rift/
help identify which game genre and platform is most engaging. 14. Buy Oculus Rift + Touch - Microsoft Store. (2018). [Online]. Available:
Overall, this study provided results showing that VR does https://www.microsoft.com/en-us/p/oculus-rift-
not always afford a greater PX than does the traditional gaming touch/8mt5ws8lgbwl?activetab=pivot:techspecstab
experience. However, there are differences in game genres as 15. Oculus Rift Specs. (2018). [Online]. Available:
https://www.cnet.com/products/oculus-rift/specs/
they relate to PX; this could be due to the extent to which they 16. Kunos Simulazioni (2014, Dec). Assetto Corsa Steam [Online].
fit into the schema theory [5]. As VR continues to become more Available: https://store.steampowered.com/app/244210/Assetto_Corsa/
popular commercially, it is important that research be done on 17. Hidden Path Entertainment and 505 Games (2014, Sept). DG2: Defense
it in order to curate the greatest PX. Future research into this Grid 2. Steam [Online]. Available:
https://store.steampowered.com/app/221540/DG2_Defense_Grid_2/
topic should investigate a one-to-one replication of the Shelstad 18. Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The Experience
et al. study in order to replicate those results. Furthermore, other of Presence: Factor Analytic Insights. Presence: Teleoperators & Virtual
game genres must be tested to learn how effective they are at Environments, 10, 266-281.
granting a good PX. The current study examined the roles of 19. L.E. Nacke, S. Stellmach, and C. A. Lindley, C.A. (2011).
Electroencephalographic assessment of player experience: A pilot study
gaming platform and game genre on PX. Other factors, such as in affective ludology. Simulation & Gaming, 42(5), pp. 632-655.
controller naturalness should be investigated as well to better
understand what provides for an exquisite PX.

ACKNOWLEDGMENT
The study was conducted in the SUNY Oswego VR First
Lab, established through the academic partnership between VR
First and SUNY Oswego. The authors would like to thank VR
First for supporting the establishment and maintenance of the
lab.

You might also like